XCOM 2
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[WOTC] Redefine Units
   
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Jul 27, 2019 @ 7:10am
Nov 12, 2019 @ 12:49pm
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[WOTC] Redefine Units

In 1 collection by Boundir
Make Your Own Game
26 items
Description
Description

This mod allows you to change some options from units.
Modify XComRedefineUnits.ini to do so.

Variables

TemplateName - String
Optional - Name of the template modified.

GroupName - String
Optional - Name of the character group name being modified.

IsWeakToBluescreen - Bool
Optional - Change whether or not this unit will be weak to Bluescreen, Emp...

IsPsionic - Bool
Optional - Change whether or not this unit will be psionic.

IsHiddenFromShadowChamber - Bool
Optional - Change whether or not this unit will be hidden from Shadow Chamber.

IsImmueToFalling - Bool
Optional - Change whether or not this unit will take damage from falling.

IsRobotic - Bool
Optional - Change whether or not this unit will be robotic.

IsHumanoid - Bool
Optional - Change whether or not this unit will be humanoid. Added for targeting. Only ExludeNonHumanoidAliens uses it. 2 Aliens specify humanoid, Spectre and Codex.

IsAlien - Bool
Optional - Change whether or not this unit will be alien.

IsCivilian - Bool
Optional - Change whether or not this unit is a civilian.

IsHostileCivilian - Bool
Optional - Change whether or not this unit is an hostile civilian.

CanBeCarried - Bool
Optional - Change whether or not this unit can be carried when incapacitated

IsAfraidOfFire - Bool
Optional - Change whether or not this unit will panic when set on fire - only applies to flamethrower

CanTakeCover - Bool
Optional - Change whether or not can take cover. By default should be true, but certain large units, like mecs and andromedons, etc, don't take cover, so set to false.

WearArmorInBase - Bool
Optional - Change whether or not this unit should wear their full armor around the base instead of an underlay.

StatModifiers - Array
Optional - Can change stats from units. See discussion here.

Usage

Can be used by other mods to create modify units by adding XComRedefineUnits.ini to the mod config.
Can be used by anyone willing to tweak his game even more.

Examples:
Those are examples with vanilla enemies
[RedefineUnits.OPTC_Characters] +Characters=(TemplateName=Gatekeeper, IsWeakToBluescreen=true) +Characters=(GroupName=Gatekeeper, IsWeakToBluescreen=true) +Characters=(TemplateName=Sectoid, IsPsionic=true) +Characters=(TemplateName=ArchonKing, IsHiddenFromShadowChamber=true) +Characters=(TemplateName=Archon, IsImmueToFalling=true) +Characters=(TemplateName=AdvMEC_M1, IsRobotic=true)
  • Gatekeeper is not Robotic but is weak against Tech (Bluescreen, EMP).
  • All Characters from Gatekeeper group are not weak against Tech (Bluescreen, EMP).
  • Sectoid is a Psionic unit.
  • Archon King will not show in the Shadow Chamber informations.
  • Archon won't take damage from falling.
  • MEC is a Robotic unit and can be hacked.

Compatibility
It should be compatible with everything.

Troubleshooting
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?

Popular Discussions View All (1)
0
Nov 12, 2019 @ 12:30pm
PINNED: Customize Stats
Boundir
27 Comments
Boundir  [author] Nov 5, 2022 @ 7:17am 
Fixed. Thank you
Kemui⊗52 Nov 5, 2022 @ 6:44am 
Good call on the log. Looks like the example you provide in the Customize Stats discussion is wrong. It should be StatModifiers with an s at the end. Things are working as expected now, appreciate it.
Boundir  [author] Nov 5, 2022 @ 1:59am 
I don't see anything wrong. Are you seeing the change being applied in the logs?
Kemui⊗52 Nov 4, 2022 @ 7:59pm 
I'm trying to use multiplayer variants of aliens, and I want to buff their health to their tier 3 counterparts. However, I can't get their stats to change. Is there something wrong with this line? I've isolated the mod and tried the RunOrder thing, but it still never works.

+Characters=(TemplateName=AdvTrooperMP, StatModifier=((Stat=eStat_HP, Set=8)))
Boundir  [author] Nov 1, 2020 @ 4:05am 
If two mods change the same template with the same method (and the same values) you will only see the effect from one.
Fortunately we now have some kind of control over that with the Highlander.
In XComGame.ini copy this:

[RedefineUnits CHDLCRunOrder]
RunPriorityGroup=RUN_LAST

If it's not enough you will have to find the mod that is causing you trouble.
Qurila Jul 31, 2020 @ 3:05am 
@Boundir

Just tested it in Skirmish. It seems that another mod is interfering. Because when I deactivated everything else it worked.
Boundir  [author] Jul 31, 2020 @ 2:12am 
@Qurila,
Should be good. I'm not sure if it will apply on ongoing mission. Better use Skirmish in those cases.
Qurila Jul 31, 2020 @ 12:32am 
@Boundir

I'm trying to count Sectoids as Humanoids so Justice will work on them. Only it's not working for them yet.
I've been inputting:

[RedefineUnits.OPTC_Characters]
+Characters=(GroupName=Sectoid, IsHumanoid=true)
+Characters=(TemplateName=Sectoid, IsHumanoid=true)

I'm testing it in an ongoing mission (but have also called up new units via ConsoleCommand) Will the changes not be applied in this case?
Kiruka Oct 30, 2019 @ 6:08am 
@Boundir Thanks for the update! Now the aliens in RealityMachina's playable aliens mod can actually count as, well, aliens.
Boundir  [author] Oct 29, 2019 @ 3:15am 
@Kiruka
Good one 👍
Will add IsAlien and IsHumanoid for the next update.